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<channel>
	<title>Reality Panic</title>
	<link>http://www.realitypanic.com</link>
	<description>Just another WordPress weblog</description>
	<pubDate>Thu, 17 Jul 2008 14:44:07 +0000</pubDate>
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	<language>en</language>
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		<title>edUKate: Progress with games education in the UK</title>
		<link>http://www.realitypanic.com/archives/367</link>
		<comments>http://www.realitypanic.com/archives/367#comments</comments>
		<pubDate>Wed, 16 Jul 2008 15:26:11 +0000</pubDate>
		<dc:creator>jason</dc:creator>
		
		<category><![CDATA[Panic Attack]]></category>

		<guid isPermaLink="false">http://www.realitypanic.com/archives/367</guid>
		<description><![CDATA[Game dev education in the UK has come under attack over the past couple of years. Despite great efforts by many schools, the ones mucking things up are somewhat ruining the entire UK reputation.
Some of this has to do with raw &#8220;quality control&#8221;, for which the SkillSet accreditation scheme will help. But, largely, it comes [...]]]></description>
			<content:encoded><![CDATA[<p>Game dev education in the UK has come <a href="http://www.gamesindustry.biz/articles/british-education-crisis-will-cost-country-dear-philip-oliver">under</a> <a href="http://www.gamesindustry.biz/articles/tiga-improvements-in-uk-education-as-important-as-diversity">attack</a> over the past couple of years. Despite great efforts by many schools, the ones mucking things up are somewhat ruining the entire UK reputation.</p>
<p>Some of this has to do with raw &#8220;quality control&#8221;, for which the <a href="http://www.skillset.org/games/accreditation/">SkillSet accreditation scheme</a> will help. But, largely, it comes from a huge disconnect between the academic world and industry. Partially due to developers&#8217; aloofness when it comes to academic collaboration; partially due to academia not even bothering to check in (ie, to get context/relevance, guidance, etc).</p>
<p>In that regard, I&#8217;m happy to see that <a href="http://pixel-lab.squarespace.com/">pixel-lab</a> is organizing another edition of <a href="http://www.gamesedu.co.uk/">GAMES:EDU</a> to take place alongside the <a href="http://www.develop-conference.com/">Develop conference in Brighton</a> at the end of July. This will be the third EDU event I attend. It is an important/rare opportunity for industry to connect with academia. And while the set lectures/panels are great, the most enlightening part has always been when attendees get around the table to discuss specific issues among themselves.</p>
<p>Admittedly, the IGDA has not done as much as it should to better reach out to UK/Euro educators. We&#8217;ve had a lot of success in North America, but need to bring some of our <a href="http://www.igda.org/education/">EdSIG pixie dust</a> abroad. I&#8217;ll be sure to bring a pouch of it to Brighton ;)</p>
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		<title>No E3 For You!</title>
		<link>http://www.realitypanic.com/archives/366</link>
		<comments>http://www.realitypanic.com/archives/366#comments</comments>
		<pubDate>Sat, 12 Jul 2008 19:14:35 +0000</pubDate>
		<dc:creator>jason</dc:creator>
		
		<category><![CDATA[Travel Log]]></category>

		<guid isPermaLink="false">http://www.realitypanic.com/archives/366</guid>
		<description><![CDATA[It is the weekend before E3, and I&#8217;m NOT on a flight down to Los Angeles. This will be the first time since 1997 that I don&#8217;t attend the big show.
This largely has to do with the format change: from the all-in-one game biz mecca, to the much more scaled down showcase for publishers.
I went [...]]]></description>
			<content:encoded><![CDATA[<p>It is the weekend before <a href="http://e3expo.com/">E3</a>, and I&#8217;m NOT on a flight down to Los Angeles. This will be the first time since 1997 that I don&#8217;t attend the big show.</p>
<p>This largely has to do with the format change: from the all-in-one game biz mecca, to the much more scaled down showcase for publishers.</p>
<p><a href="http://www.realitypanic.com/archives/319">I went last year</a> to Santa Monica, and had a tough time squeezing value out of the new format. Admittedly, being a non-profit association executive, I&#8217;m not exactly part of the target market. But, therein lies the beauty of the old &#8220;big&#8221; approach. which enabled <a href="http://www.escapistmagazine.com/articles/view/issues/issue_46/280-Game-Industry-Katamari">all kinds of symbiotic stuff to evolve</a>&#8230;</p>
<p>Not saying big is necessarily better, but big is different.</p>
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		<item>
		<title>Games Über Alles</title>
		<link>http://www.realitypanic.com/archives/365</link>
		<comments>http://www.realitypanic.com/archives/365#comments</comments>
		<pubDate>Wed, 09 Jul 2008 18:33:08 +0000</pubDate>
		<dc:creator>jason</dc:creator>
		
		<category><![CDATA[The Real World]]></category>

		<guid isPermaLink="false">http://www.realitypanic.com/archives/365</guid>
		<description><![CDATA[As part of The Escapist&#8217;s &#8220;Gaming Über Alles&#8221; issue, I whipped up an article on positive/cool trends going on in the game industry. I cover stuff like indie viability, charitable efforts, interface diversification, social impact, etc.
As noted at the start of the piece, it is easy to get caught up in all the negative stuff, [...]]]></description>
			<content:encoded><![CDATA[<p>As part of The Escapist&#8217;s <a href="http://www.escapistmagazine.com/features/issue/157">&#8220;Gaming Über Alles&#8221;</a> issue, I whipped up an <a href="http://www.escapistmagazine.com/articles/view/issues/issue_157/5022-Ten-Things-That-Don-t-Suck-About-the-Game-Industry">article on positive/cool trends</a> going on in the game industry. I cover stuff like indie viability, charitable efforts, interface diversification, social impact, etc.</p>
<p>As noted at the start of the piece, it is easy to get caught up in all the negative stuff, working to fix problems and so on. We rarely do take the time to see the positive.</p>
<p>Happily, my small contribution to balance things was appreciated by a least a few folks, as noted in the <a href="http://www.escapistmagazine.com/forums/read/6.63365">comments section</a>, for example:</p>
<blockquote><p><em> &#8230;<span id="intelliTXT">reading articles like this make me smile and when I feel good about the games industry I feel good about me&#8230;</span></em></p></blockquote>
<p>Nice :)</p>
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		<title>Paris Pleasures</title>
		<link>http://www.realitypanic.com/archives/364</link>
		<comments>http://www.realitypanic.com/archives/364#comments</comments>
		<pubDate>Fri, 04 Jul 2008 19:13:55 +0000</pubDate>
		<dc:creator>jason</dc:creator>
		
		<category><![CDATA[Travel Log]]></category>

		<guid isPermaLink="false">http://www.realitypanic.com/archives/364</guid>
		<description><![CDATA[Paris GDC was my first &#8220;excuse&#8221; to go to Paris, and so I took my wife along for the trip (hooray for frequent flyer miles).  FYI, we stayed a week extra to vacation, but I won&#8217;t bother going into that here&#8230;
By all counts Paris GDC was a success, with packed rooms and many good [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://parisgdc.com/">Paris GDC</a> was my first &#8220;excuse&#8221; to go to Paris, and so I took my wife along for the trip (hooray for frequent flyer miles).  FYI, we stayed a week extra to vacation, but I won&#8217;t bother going into that here&#8230;</p>
<p>By all counts Paris GDC <a href="http://www.gamasutra.com/php-bin/news_index.php?story=19049">was a success</a>, with packed rooms and many good sessions. As it turns out, trying to co-locate with Game Connection in Lyon last year was too great a distraction/conflict for all the biz dev that usually goes on. Whereas, running solo in Paris during the lovely summer season seemed to be the right choice.</p>
<p>Several of the sessions were repeats from the main GDC earlier this year. But, since I don&#8217;t actually get to attend many sessions while in San Francisco,  it was a nice chance to catch up. That said, of course, there were also many new and specifically tailored sessions - including some given in French - big surprise!</p>
<p>Sadly, the publisher&lt;&gt;developer debate session I was suppose to moderate fell through. No publisher was willing to duke it out with Bill Dugan (Torpex), and so the organizers relegated to an updated version of Bill&#8217;s <a href="http://video.google.com/videoplay?docid=6492462328751185122">Leadership Forum talk on external producers</a>.</p>
<p>Given that I stayed in Paris for an extra week, timing worked out great as <a href="http://www.facebook.com/event.php?eid=17741948673">IGDA-Paris was having a chapter meeting</a> the day before I had to leave. As always, very cool to see how IGDA chapters from around the world operate, their vibe, etc. (In case you were wondering, my wife was asleep early that night after an exhausting week of playing tourist - so she didn&#8217;t mind me going out solo for this bit of work action).</p>
<p>Anyway, on to some photos:</p>
<p align="center"><img src="http://www.igda.org/events/images/paris08_01.jpg" /><br />
The opening VIP reception, on a lovely terrace with views of the Eiffel Tower.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/paris08_02.jpg" /><br />
The Eiffel Tower at night.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/paris08_03.jpg" /><br />
Paris GDC was held in the <a href="http://en.wikipedia.org/wiki/La_D%C3%A9fense">La Defense</a> biz/tech area on the outskirts of Paris.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/paris08_04.jpg" /><br />
Ralph Baer recounting the start of our industry.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/paris08_05.jpg" /><br />
Mark Healey and Alex Evans <a href="http://www.kimpallister.com/2008/06/in-game-ppt-raising-bar-on.html">impressively present their keynote from within their game</a>, <em>LittleBigPlanet</em>.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/paris08_06.jpg" /><br />
Jurie Horneman <a href="http://www.intelligent-artifice.com/2008/06/my-talk-went-well.html">packed the room to discuss</a> team productivity.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/paris08_07.jpg" /><br />
Chris Kline (2k Boston) gives a revised version of his <em>BioShock </em>postmortem (which he <a href="http://www.igda.org/montreal/archives/2007/10/bioshock_presen.html">first presented</a> at IGDA-Montreal).</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/paris08_08.jpg" /><br />
Chris building the courage to wrestle with giant slugs (aka escargots)&#8230;</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/paris08_09.jpg" /><br />
Kim Pallister (Intel), Amanda Mae Miller (Think Services) and Martin (2K Australia) chow down on more standard foods.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/paris08_10.jpg" /><br />
John Nash (Blitz Games) gives an <a href="http://www.gamasutra.com/view/feature/3711/implementing_training_the_secret_.php">excellent talk on the value of training</a> (and investing in) staff.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/paris08_11.jpg" /><br />
Jamil Moledina (Think Services) drills Rob Pardo on all things Blizzard&#8230;</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/paris08_12.jpg" /><br />
French developers start to arrive/mingle at the bar for the IGDA-Paris chapter meeting.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/paris08_13.jpg" /><br />
Renowned French developer Olivier Lejade recounts his colorful history in game development&#8230;</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/paris08_14.jpg" /><br />
&#8230;much to the pleasure of the larger-than-expected audience.</p>
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		<title>Union Mismatch</title>
		<link>http://www.realitypanic.com/archives/363</link>
		<comments>http://www.realitypanic.com/archives/363#comments</comments>
		<pubDate>Mon, 30 Jun 2008 21:51:01 +0000</pubDate>
		<dc:creator>jason</dc:creator>
		
		<category><![CDATA[Panic Attack]]></category>

		<guid isPermaLink="false">http://www.realitypanic.com/archives/363</guid>
		<description><![CDATA[(Supposed to be on vacation this week, but did do some game industry news surfing and couldn&#8217;t help but get down some thoughts on unions&#8230;)
The bug &#8220;U&#8221; word has come up again, this time floated by design legend Ron Gilbert during a Gamasutra interview. He mentions that if the industry moves to a more &#8220;floating [...]]]></description>
			<content:encoded><![CDATA[<p>(Supposed to be on vacation this week, but did do some game industry news surfing and couldn&#8217;t help but get down some thoughts on unions&#8230;)</p>
<p>The bug &#8220;U&#8221; word has come up again, this time floated by design legend <a href="http://www.gamasutra.com/php-bin/news_index.php?story=19228">Ron Gilbert during a Gamasutra interview</a>. He mentions that if the industry moves to a more &#8220;floating freelance&#8221; structure, union type glue will be needed. To elaborate on his reservation, here are my personal thoughts on why unions - as traditionally structured - will have a hard time taking hold in game development:</p>
<ul>
<li><strong>Culture Mismatch:  </strong>Generally speaking unions are a tool for leveling/equalizing labor, which is a direct mismatch with the game industry&#8217;s <a href="http://www.gameinformer.com/News/Story/200806/N08.0625.1744.37245.htm">meritocracy oriented culture</a>. Further, unions have traditionally just not done well in tech and knowledge based sectors.</li>
<li><strong>Lack of Standards:</strong> As noted by Gilbert, tech is still moving fast. Meaning, there are no standards the same way that the majority of movies are made with the same types of cameras, etc. And, it is not just a tech issue, but all kinds of standards: job titles, job roles, processes, pipelines, file formats, engines, platforms, etc, etc. Unions generally operate in an environment of very precise/predictable standards.</li>
<li><strong>Poor Process:</strong> Despite lots of progress on the project management front, overall, game production processes are still evolving heavily. At noted by Gilbert, a Hollywood per-project approach would require developers to be a whole lot better at scheduling, resource management, etc.</li>
<li><strong>Wrong Time Span:</strong> Ok, this one is more about the Hollywood process than unions per se&#8230; But, large scale games still take too long to develop, making it tough to assemble talent on the fly (&#8221;hey, I need you for a gig up in Wisconsin for the next 18 months, cool?&#8221;) As side note, this is also why some of the state-based government tax incentives modeled after a Hollywood production model have not attracted much action&#8230;</li>
<li><strong>Hotspot/Geographic Proximity:</strong> Traditional unions are mostly based on physical locations (think the big Ford manufacturing plant in Detroit) with the specific workers in that specific location/office being unionized. The Hollywood guild system works differently since it is a freelance workforce, but even that relies heavily on the physical proximity and clustering of projects and talent (ie, that&#8217;s why Hollywood is in Hollywood).</li>
</ul>
<p>Anyway, those are some quick thoughts on the topic. Note that these bullets are &#8220;neutral&#8221; in that I&#8217;m not saying if unions are good or bad or useful for game development (that&#8217;s another post for another day). Rather, I&#8217;m just stating some factors as to why I <em><strong>personally </strong></em>believe unions/guilds will have a hard time taking hold in the game industry.</p>
<p>And, BTW, there&#8217;s totally something insightful to say in linking this to the recent news about <a href="http://www.gamedaily.com/articles/news/bioshock-creator-ken-levine-renegotiating-contract-with-taketwo/?biz=1">Ken Levine renegotiating his contract</a> with Take-Two. But hey, I&#8217;m on vacation, so I&#8217;ll let you figure it out!</p>
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		<title>Not So Secret (HR) Society</title>
		<link>http://www.realitypanic.com/archives/362</link>
		<comments>http://www.realitypanic.com/archives/362#comments</comments>
		<pubDate>Mon, 09 Jun 2008 18:01:10 +0000</pubDate>
		<dc:creator>jason</dc:creator>
		
		<category><![CDATA[Travel Log]]></category>

		<guid isPermaLink="false">http://www.realitypanic.com/archives/362</guid>
		<description><![CDATA[I had the distinct/rare opportunity to speak to a room full of game industry HR folks. It was the mid-year gathering of the Entertainment Software Human Resources Association (ESHRA), and I was one of their invited speakers.
I had heard a few whisperings about ESHRA over the years, but really didn&#8217;t know much. And, a web [...]]]></description>
			<content:encoded><![CDATA[<p>I had the distinct/rare opportunity to speak to a room full of game industry HR folks. It was the mid-year gathering of the Entertainment Software Human Resources Association (ESHRA), and I was one of their invited speakers.</p>
<p>I had heard a few whisperings about ESHRA over the years, but really didn&#8217;t know much. And, a web search doesn&#8217;t turn up any info. Turns out that they are not so much trying to be a secret society, as they are just super busy folks without techy/webby skills&#8230; Putting a web page is on the top of their to-do list!</p>
<p>While my presentation was somewhat big-picture industry structure and economics oriented, the opening session by Brent Ross of the <a href="http://greatplacetowork.com/">Great Place to Work Institute</a> was very specific on, well, being a great place work. Brent discussed a framework that included components on credibility, respect, fairness, pride and camaraderie. He noted that the question that correlates most highly with a great place to work is: &#8220;Does management have a sincere interest in me as a person outside of work?&#8221; Hmm&#8230;</p>
<p>He also gave plenty of examples, discussed quality of life, and covered reasons to justify being a great place to work (eg, better financial performance, lower turnover, etc).</p>
<p>Sadly, when it came time for the roundtable discussions, I was asked to leave the room - being the only non-HR (and non-member) in the room. It was the right thing to do, but I was hoping to get some inside juice on HR issues&#8230;</p>
<p>Not  surprisingly, the majority of attendees were women (probably 55 out of the 60 or so there).  And, in talking with several HR directors, you really did get the sense that they view themselves as den mothers to their crazy pack of game developers (one even had &#8220;Wendy to the <a href="http://en.wikipedia.org/wiki/Lost_Boys_%28Peter_Pan%29">Lost Boys</a>&#8221; on her business card). From that, also comes this deep sense of caring and concern, and the pride that they are an integral part of the process - even if they are often not viewed with the same respect/recognition as production by most folks.</p>
<p>Oh, and some of them drink a lot&#8230;</p>
<p>Anyway, was an eye-opening and valuable experience that I feel very fortunate to have had - and survived. I joked with them, saying that I feared they were going to shoot me now that I had seen all their faces ;)</p>
<p align="center"><img src="http://www.igda.org/events/images/eshra08_01.jpg" /><br />
The event was hosted at the main EA campus in Redwood City, CA</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/eshra08_02.jpg" /><br />
Brent Ross outlines the Trust Index framework</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/eshra08_03.jpg" /><br />
Inside EA</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/eshra08_04.jpg" /><br />
Beach volleyball, basketball courts and kiddie park all active during lunch</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/eshra08_05.jpg" /><br />
HR folks heading back to class, across the lovely EA grounds</p>
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		<title>XBLA Economics</title>
		<link>http://www.realitypanic.com/archives/361</link>
		<comments>http://www.realitypanic.com/archives/361#comments</comments>
		<pubDate>Mon, 02 Jun 2008 18:18:04 +0000</pubDate>
		<dc:creator>jason</dc:creator>
		
		<category><![CDATA[The Real World]]></category>

		<guid isPermaLink="false">http://www.realitypanic.com/archives/361</guid>
		<description><![CDATA[Gotta say I was quite surprised by the recent Microsoft announcement to delist underperforming Live Arcade titles. First thing that came to mind was that they needed to create better user-rating and filtering tools (in line with long-tail thinking). Or, is the cost to storing those games on the server greater than just a few [...]]]></description>
			<content:encoded><![CDATA[<p>Gotta say I was quite surprised by the recent Microsoft announcement to <a href="http://www.gamesindustry.biz/articles/microsoft-to-axe-underperforming-xbox-live-titles">delist underperforming Live Arcade titles</a>. First thing that came to mind was that they needed to create better user-rating and filtering tools (in line with long-tail thinking). Or, is the cost to storing those games on the server greater than just a few conversions?</p>
<p>I was going to whip up a more thorough brain dump, but looks like Tadhg Kelly beat me to the punch via <a href="http://www.gamasutra.com/php-bin/news_index.php?story=18816">his opinion piece at Gamasutra</a>). I very much like Tadhg&#8217;s dissection of the issues - though he&#8217;s a tad more colorful than needed (and attracted the ire of several commenters). Like Tadhg, I&#8217;m not buying their <a href="http://www.gamesindustry.biz/articles/microsoft-live-arcade-cull-will-force-developers-to-focus-on-quality">&#8220;forces quality&#8221; argument</a>.</p>
<p>Something Tadhg doesn&#8217;t really touch on is how MS usually boasts about their unusually high conversion rates (for many of the titles) as part of their pitch to win/attract content to XBLA. Perhaps culling the duds allows them to artificially keep boasting&#8230;</p>
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		<title>PA Overdose</title>
		<link>http://www.realitypanic.com/archives/360</link>
		<comments>http://www.realitypanic.com/archives/360#comments</comments>
		<pubDate>Wed, 07 May 2008 16:21:18 +0000</pubDate>
		<dc:creator>jason</dc:creator>
		
		<category><![CDATA[Travel Log]]></category>

		<guid isPermaLink="false">http://www.realitypanic.com/archives/360</guid>
		<description><![CDATA[Just got back from my third straight trip to the state of Pennsylvania (the first was the Penn State conference + Philly IGDA Chapter meeting + IGDA admin office stuff, the second was the IGDA board strategy retreat). This third time was as an invited guest to SIGGRAPH&#8217;s 2009 strategy/planning weekend in Pittsburg. Ya, those [...]]]></description>
			<content:encoded><![CDATA[<p>Just got back from my third straight trip to the state of Pennsylvania (<a href="http://www.realitypanic.com/archives/357">the first</a> was the Penn State conference + Philly IGDA Chapter meeting + IGDA admin office stuff, the second was the IGDA board strategy retreat). This third time was as an invited guest to SIGGRAPH&#8217;s 2009 strategy/planning weekend in Pittsburg. Ya, those guys really plan ahead!</p>
<p>While in town, I took the opportunity to hook up with Heather Kelley, who has been a &#8220;visiting&#8221; professor at Carnegie Mellon over the past semester. It was a crazy art show week in Pittsburgh and Heather took me around to a few shows and related events. Also, I gave a lecture at the <a href="http://www.facebook.com/group.php?gid=14887686454">8-Bit Poet Collective</a> (a student group at CMU promoting indie game development).</p>
<p>Here are some photos from the trip:</p>
<p align="center"><img src="http://www.igda.org/events/images/pit08_01.jpg" /><br />
Drew Davidson (CMU ETC) welcomes the SIGGRAPH committee members to the Entertainment Technology Center.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/pit08_02.jpg" /><br />
ETC student project <a href="http://www.etc.cmu.edu/projects/ibi/platform_hardware.htm">Quasi</a>.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/pit08_03.jpg" /><br />
The &#8220;lobby&#8221; area to the ETC.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/pit08_04.jpg" /><br />
Must be a lot of Star Wars nerds at the ETC&#8230;</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/pit08_05.jpg" /><br />
University of Pittsburgh&#8217;s &#8220;tower of knowledge&#8221;, the tallest university building in the world (or so I was told by the taxi driver).</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/pit08_06.jpg" /><br />
Playing some dodgeball after the 8-Bit Poet meeting.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/pit08_07.jpg" /><br />
Checked out the <a href="http://i-am-a-heather.com/">I-am-a-Heather</a> art show at Future Tenant. Heather Kelley had an interactive/game piece.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/pit08_08.jpg" /><br />
A larger scale piece at the <a href="http://pittsburghbiennial.org/">Pittsburgh Biennial</a> art show.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/pit08_09.jpg" /><br />
More standard photos on a wall art at the Biennial.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/pit08_10.jpg" /><br />
Heather rides the rocket chair!</p>
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		<item>
		<title>Daddy&#8217;s Assassin</title>
		<link>http://www.realitypanic.com/archives/358</link>
		<comments>http://www.realitypanic.com/archives/358#comments</comments>
		<pubDate>Sun, 27 Apr 2008 21:51:13 +0000</pubDate>
		<dc:creator>jason</dc:creator>
		
		<category><![CDATA[Personal]]></category>

		<guid isPermaLink="false">http://www.realitypanic.com/archives/358</guid>
		<description><![CDATA[As a rule, I don&#8217;t play Mature-rated games with my kids around (who are 5 and 2.5 years old). However, I bend the rule a bit if what I&#8217;m doing in the game is not mature oriented stuff.
For example, in working to get all the achievement points in Assassin&#8217;s Creed, I spent some extra time [...]]]></description>
			<content:encoded><![CDATA[<p>As a rule, I don&#8217;t play Mature-rated games with my kids around (who are 5 and 2.5 years old). However, I bend the rule a bit if what I&#8217;m doing in the game is not mature oriented stuff.</p>
<p>For example, in working to get all the achievement points in <em>Assassin&#8217;s Creed</em>, I spent some extra time just running around the cities and climbing all the high point towers. Since that involves no violence/etc, I allowed my son to watch me play (as a side note it was actually educational as we talked about the time period and the types of houses/buildings, and the fact there were no cars, etc).</p>
<p>Anyway, a few weeks later, out of the blue, he drew me the below rendition of Altair at the top of a tower and the two carts of hay to jump into.</p>
<p style="text-align: center"><img src="http://www.realitypanic.com/wp-content/uploads/2008/04/gabby-5yrs_assassinscreed_s.jpg" alt="gabby-5yrs_assassinscreed_s.jpg" /></p>
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		<title>A Busy Week in PA/NJ</title>
		<link>http://www.realitypanic.com/archives/357</link>
		<comments>http://www.realitypanic.com/archives/357#comments</comments>
		<pubDate>Thu, 10 Apr 2008 21:05:11 +0000</pubDate>
		<dc:creator>jason</dc:creator>
		
		<category><![CDATA[Travel Log]]></category>

		<guid isPermaLink="false">http://www.realitypanic.com/archives/357</guid>
		<description><![CDATA[Just got back from a busy week in Pennsylvania and New Jersey, including:

attending and moderating a session during &#8220;Playing to Win: The Business and Social Frontiers of Videogames&#8221; at Penn State University
having dinner with new board chair Jen MacLean to discuss org strategy
visiting the IGDA admin office in New Jersey to work on various operational [...]]]></description>
			<content:encoded><![CDATA[<p>Just got back from a busy week in Pennsylvania and New Jersey, including:</p>
<ul>
<li>attending and moderating a session during &#8220;<a href="http://www.outreach.psu.edu/programs/videogames/">Playing to Win: The Business and Social Frontiers of Videogames</a>&#8221; at Penn State University</li>
<li>having dinner with new board chair Jen MacLean to discuss org strategy</li>
<li>visiting the IGDA admin office in New Jersey to work on various operational stuffs, including a finance session with IGDA treasurer Tobi Saulnier</li>
<li>dinner with the IGDA-Philly chapter coordinators</li>
<li>attending and speaking at the <a href="http://www.igda.org/philly">IGDA-Philly chapter</a> meeting</li>
</ul>
<p>On the whole, a very productive, albeit exhausting week. Especially given late night college-style partying that took place during the Penn conference&#8230; But, I digress.</p>
<p>The Playing to Win conference was a good first effort, and really got going with a bang. The first several sessions focused on the &#8220;social&#8221; element of the conference sub-title, and featured some high-powered speakers. Though, after that initial set of sessions, many of the following panels lacked the same focus and firepower - though, there was certainly many nuggets of goodness interspersed. Would be excellent to see them focus solely on these &#8220;social&#8221; elements in the future.</p>
<p>Also, it was a real pleasure to finally meet GamePolitics&#8217; <a href="http://gamepolitics.com/2008/04/04/gp-at-penn-state-video-game-conference-today/">Dennis McCauley, who was there</a> to speak from the gamer&#8217;s perspective.</p>
<p>Presenting at the IGDA-Philly night a few days later was a treat, as I always appreciate the opportunity to sample different chapter cultures and styles. The meeting was well run and there was a good ~50 person crowd on hand. My lecture was a rehash of the &#8220;at least 10 reasons the game industry doesn&#8217;t suck&#8221; lecture I&#8217;ve done a few times before.</p>
<p>Anyway, here are some photos from the trip:</p>
<p align="center"><img src="http://www.igda.org/events/images/penn08_01.jpg" /><br />
David Bickham (Center on Media and Child Health) gives a somewhat balanced opening keynote.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/penn08_02.jpg" /><br />
An amped up Clay Calvert (Penn State) gives a legal rundown on anti-game legislation failures.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/penn08_03.jpg" /><br />
Dennis McCauley (GamePolitics.com) presents the consumer perspective.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/penn08_04.jpg" /><br />
Adam Thierer (Center for Digital Media Freedom, The Progress &amp; Freedom Foundation) discusses the role of parents.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/penn08_05.jpg" /><br />
Stevan Mitchell (ESA) covering the ESA&#8217;s roadmap for fighting piracy.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/penn08_06.jpg" /><br />
Amusingly, a &#8220;genuine software?&#8221; warning popped up during Stevan&#8217;s talk (it was a conference system, not his).</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/penn08_07.jpg" /><br />
Jen McNamara (Breakaway Games) presents Pulse! as an example of the power of games for serious applications.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/penn08_08.jpg" /><br />
Brian Smith (Penn State) talks about fantasy sports leagues, a wildly successful form of digital games.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/penn08_09.jpg" /><br />
Jen MacLean (38 Studios) does a wonderful job of wrapping together all the disparate threads of the conference into her closing keynote.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/penn08_10.jpg" /><br />
John Demos (Three Rings Design), Jen MacLean (38 Studios) and Jason Coleman (Big Huge Games) out for some college-style partying in State College, PA!</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/penn08_11.jpg" /><br />
The surprisingly good cover band, <a href="http://profile.myspace.com/index.cfm?fuseaction=user.viewprofile&amp;friendid=70675279">Spider Kelly</a>, in action.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/penn08_12.jpg" /><br />
IGDA-Philly coordinator Daniel Hettrick munching some pre-meeting pizza with Steve Lane (U. of Penn).</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/penn08_13.jpg" /><br />
Daniel kicks off the meeting.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/penn08_14.jpg" /><br />
Corvus Elrod (Zakelro Story Studio) gives a session on self-promotion.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/penn08_15.jpg" /><br />
Tom Bennett (Drexel University) and Vance Souders (Firewater Games) chowing down after the chapter meeting.</p>
<p align="center">&nbsp;</p>
<p align="center"><img src="http://www.igda.org/events/images/penn08_16.jpg" /><br />
Alex Horn (Comcast) and Colin Campbell (Big Huge Games) at the post meeting watering whole.</p>
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